Great video, but one thing it sounds like you got wrong: Shooting with vehicles; you looked at the chart thing at page 426 and said said it like thats the number of weapons the vehicle can fire total. Not true, look at page 71, every other weapon can fire snap shots on top of that. (also says something about ordnance weapons, but those are for another vid I guess) That can potentialy cause a lot of damage as well;-)

There are a few forgeworld/apocalypse vehicles with potentially more than 6 weapons- the terminus ultra for example- what do you think would be the best way to randomise the weapon destroyed then? My best effort is split the guns into 2 (or 3 if its got enough guns to need it) groups of less than 6 and roll to see which group then number the guns in the group.

vehicles can attack Pg 76 of the rulebook calculate the assault result as normal each glancing hit as 1 wound and a penetrating hit as 2 wounds.

If a vehicle loses the combat nothing happens and if the vehicle wins the assaults make a morale check and fall back if failed but the vehicle cannot make a sweeping advance or consolidate result.

The vehicles that fight back are tau pg 30 of the tau codex FLECHETTE DISCHARGER powerful clusters of reactive charges are attached to the hulls of many tau vehicles. If an enemy approach, they fire off clounds of high velocity flechette. Any model attacking the vehicle in close combat will be wounded on a D6 roll of 4+ will saves allowed, before resolving its attacks.

When you fire a vehicle and you have do determinte which face are you shooting at, It is not a majority of the unit. Instead you have to roll separately for each model that shoot at a different side of the vehicle.

Yes. See Pg 73, 2nd last sentence under “Vehicle Facing and Armour Values”. If the models in each armour facing have the same weapons, you can roll all the to-hit rolls at the same time (i.e. you don’t have to roll each model separately).

The way I see it, the skimmer does not MOVE 18″. According to the rules on pg. 83, Fast vehicles have to option to move 12″ INSTEAD of the 6″ for moving flat out in the shooting phase, Fast Skimmers can move 18″ for their flat out move, for a total of 30″ (12″ regular movement, 18″ flat out during the shooting phase)

Ok i have a question. disembarking a tank now it says something in the book about disembarking a tank only at combat speed. now a flyer can move 18 inches at combat speed. when can someone disembark a flyer like a stormraven. how far can it move and have people disembark it to charge?